Rahul Chandra
AI & Gameplay Systems Engineer
(Unreal and Unity Engine)
ABOUT ME
I build modular and scalable gameplay systems that stay useful for the long term, giving designers freedom to experiment. I approach every feature with a system mindset so the work feels natural for both teams and players.
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I work across Unreal C++ and Unity C#, creating AI behavior, combat logic, traversal, weapons, UI, multiplayer features, networking code, tools, and physics based interactions. I enjoy connecting tech with art through clear and flexible systems.
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I love games and I love building the logic behind them. When a mechanic feels good, I study it and rebuild it to understand how it works and how to improve it.
TOP PROJECTS
Weapons & Interactions, Stealth based System with AI​
âš’ Unreal Engine | C++ | Blueprints | Multiplayer
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Interaction component handles traces, overlap checks, and on screen prompts
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Doors support push, pull, and locked states
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Disguise pickup from props or defeated characters
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Radial menu for choosing actions in one place
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Body drag system using physics handles
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Small search and hide actions with fitting animations
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AI uses sight and sound with the perception system
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Thrown items create noise that pulls AI attention
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Takedowns with montage and motion warping
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Patrol paths built with splines
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Behaviour Tree and Blackboard for patrol, alert, and chase
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Clear state rules for reliable AI behavior.
FPS Deathmatch Multiplayer with Steam Integration​
âš’ Unreal Engine | C++ | Blueprints | Multiplayer
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Steam integration for sessions and online multiplayer
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Modular weapon system with data driven stats and clean replication
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Drag and drop inventory with synced UI and server validated actions
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First person movement with smooth aim, animation blending, and network sync
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Full damage pipeline with armor, headshots, hit feedback, and respawn flow
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Team mode with score tracking, spawn logic, and match rules
RPG Souls-like Combat Mechanics using GAS​⚒ Unreal Engine | C++ | Blueprints | Multiplayer
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Built in four days using Unreal Engine Cpp with modular melee logic
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Directional lock on, stamina based light and heavy combos, and accurate hit checks
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Component based setup with Combat, Stats, Trace and Actions for clean separation
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Interface driven design through IFighter and IEnemy for reuse across characters
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Inspired by Sekiro with responsive control and a sharp cinematic feel
Smart Enemy System
​⚒ Unreal Engine | C++ | Blueprints | Multiplayer
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Modular AI combat system using Behavior Trees, EQS, and perception for adaptive decisions
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Enemies patrol, detect, and engage through a layered state machine with melee and ranged actions
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Supports group tactics, coordinated pressure, and dynamic boss logic
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Inspired by Hitman and Sekiro to create smart, reactive encounters across stealth and combat scenarios
Procedural Parkour and Traversal Animation System
âš’ Unreal Engine | C++ | Blueprints
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I created a designer-friendly parkour system that enables dynamic movement through wall runs, vaults, mantles, and climbing.
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Built using Unreal Engine 5 and C++, it leverages procedural IK, motion warping, and Control Rig to create fluid, responsive traversal without relying on authored animation blueprints.
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Designed for flexibility, the system supports rapid iteration and clean integration into both linear and open-world level designs.​
Procedural Maze Generation Tool
âš’ C++ | Qt | OpenGL
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Developed a procedural maze generation tool in C++ using CLion, Qt, and the NGL graphics library.
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The system allows users to generate mazes at runtime using selectable algorithms like Prim’s, Wilson’s, and DFS with backtracking.
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What I achieved:
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Implementing graph-based algorithms in a practical, visual context
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Using data structures like trees, graphs, and stacks for pathfinding and generation
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Building cross-platform C++ applications with CMake, Ninja, and vcpkg
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Creating interactive UI systems with Qt and integrating real-time rendering
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Writing testable code using Google Test and maintaining code with Git
Unreal Engine Editor Inbuilt Toolkit
âš’ Python | Unreal Engine
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Editor toolkit designed to streamline asset management, actor placement, and scene organization.
Built as part of a technical assignment at Bournemouth University using Unreal 5.2.1 and PySide2, the tool automates repetitive tasks within the editor through a custom UI, improving workflow speed and reducing manual errors.
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What I achieved:
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Building custom Python tools within the Unreal Engine pipeline
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Integrating PySide2 GUIs into Unreal Editor workflows
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Automating level design and asset organization tasks
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Improving production efficiency through editor scripting
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Setting up and managing Python environments within UE projects
Mavin All Stars Runner (MVG Studios)
âš’ Unity Engine | C#
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Worked on Mavin All Stars Runner, an endless runner inspired by the Mavin Records universe, featuring playable artists, dynamic environments, and fast-paced music-driven gameplay.
I implemented core gameplay including swipe-based movement, lane transitions, procedural level generation, dynamic obstacle behavior, and multi-map systems inspired by real-world locations.
Built modular editor tools to streamline level creation and integrated Unity Ads, In-App Purchases (IAP), leaderboards, and Facebook SDK for monetization and analytics.
What I achieved:
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Designing procedural content systems for scalable mobile environments
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Building flexible gameplay logic and AI-driven obstacles for replayable runs
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Profiling and optimizing performance and memory using Unity’s Profiler for smoother gameplay
The Wombats : Official Game(MVG Studios)
âš’ Unity Engine | C#
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I implemented core systems including swipe-based vehicle controls, AI opponents, mobile optimization, and animated UI using DOTween.
Integrated ad networks and built tools for level design while ensuring smooth performance on low-end devices. Collaborated with designers and QA to refine mechanics and improve player feedback.
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What I achieved:
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Building responsive input systems and AI using Unity's physics and event system
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Profiling and optimizing mobile performance through memory and asset management
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Using DOTween for clean and modular UI animation workflows.
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Tikky Tokky Drop Game (MVG Studios)
âš’ Unity Engine | C#
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Worked as a Game Programmer on TikkyTokky Drop Game, an endless runner featuring social media influencers, developed under BeGames Ltd using Unity and C#.
I implemented core gameplay including swipe-based movement, procedural level generation, dynamic obstacles, and multiple map systems.
Built modular tools to streamline level creation and integrated Unity Ads, IAP, leaderboards, and Facebook SDK for monetization and analytics.
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What I achieved:
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Designing procedural content systems for mobile games
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Building flexible gameplay logic and AI-driven obstacles
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Profiling performance and memory using Unity’s Profiler.​



